Rush Headquarters only through the prerequisites shown in red, but do not leave troop, research and hospital systems so far behind that the new HQ level cannot be used. Keep one builder on the next HQ gate and use the second builder to remove the account's current bottleneck.

Last War base-building screen. official Last War: Survival App Store listing.
| Queue | Job | Examples |
|---|---|---|
| Queue A | Next HQ dependency chain | Required building, then HQ |
| Queue B | Account bottleneck | Tech Center, Barracks, Hospital, Drone/Chip systems, Alliance Center |
This method prevents the common failure where both builders finish optional mines while a required Tech Center sits several levels behind. It also avoids the opposite failure: racing HQ while the account cannot train the unlocked troops, heal losses or research the next gate.

| Stage | Priority | Delay |
|---|---|---|
| Early HQ | HQ gates, Tech Center, troop buildings, Hospital and Alliance Center | Overleveling every resource building |
| Mid HQ | Next troop tier, research throughput, hospital capacity and prerequisite chain | Cosmetic power and duplicate low-value levels |
| HQ 25–30 | T10 path, Tech Center and exact red requirements | Uniformly raising all buildings to HQ level |
| HQ 30+ | War Academy/T11 or server-specific advanced gates | Spending rare resources before the full dependency path is known |
| Stop rushing when | Fix first |
|---|---|
| Troop tier is several levels behind | Barracks and prerequisite research |
| Hospital cannot absorb normal combat losses | Hospital and relevant capacity research |
| Tech Center blocks the next HQ chain | Research building and required nodes |
| Resources cannot fund the next gate without emptying protection reserves | Storage, production only as needed, events and alliance support |
Resource buildings should support the next HQ and event cycle, not mirror HQ level for appearance. Raise them when production or storage is the bottleneck, when the HQ gate requires one, or when a long idle builder would otherwise be wasted. Do not spend rare speedups on a mine that unlocks no immediate progression.
| Stage | Current example to inspect | Queue decision |
|---|---|---|
| Early HQ | HQ 5 shows Barracks 4 and Wall 4 on the current HQ requirement screen | Put the longer of the two on Queue B while the previous HQ timer runs. |
| Mid game | Tech Center and troop buildings repeatedly become practical progression gates | Keep Tech Center near HQ and advance only the troop building tied to the next tier. |
| HQ 25–30 | Troop-tier research and long prerequisite chains create the real bottleneck | Do not rush HQ if Tech Center/research cannot convert it into the next useful unit tier. |
| Beyond HQ 30 | HQ Expansion research is required before continuing on the current HQ requirement screen | Confirm War Academy/season availability on your server before committing the post-30 resource reserve. |
The first row shows how to read the dependency screen at an early HQ level. The universal rule is to open the red requirement screen, record both gates, and assign Queue B to the longest next dependency.

Choose the HQ milestone and prerequisite chain before comparing Last War top-up options.
Use one queue for the next HQ chain and one for the bottleneck that makes the new level useful. The correct priority is not “HQ at any cost”; it is the fastest route to an HQ level your army and research can actually exploit.
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